Mercenaries:- nojp does not provide additional force resistance anymore- mercenaries are no longer less prone to push/pull when crouching- gun stuck penalty can no longer be stacked (which means flechette will freeze the user for 1-2s instead of 2-4s)- flechette primary now causes extra knockback to the hit target- self damage is now reduced by 30 percent- backhop griplock is now more difficult to perform on a mercenary- jetpack users, upon being hit by demp2, will get their jetpack stuck for 3-10s no matter whether they are flying or not

Force Users:- rage's saber damage multiplier has been removed- duals swinging animation when in rage has been slown down to increase the hit ratio (it might seem laggy now, but it cannot be fixed without a proper clientside)- rage no longer provides additional resistance to push/pull- force users can now pick up medpaks- attempted to fix force push/pull tracing. In case you see it behaving oddly, do not hesitate to report it

Last edited by Bob on Sat May 20, 2017 3:50 pm; edited 2 times in total

Mercenaries:- missile reflection through push/pull now re-assigns the owner properly (reflected missiles will no longer cause the mercenary's gun to get stuck),- hook's speed cap is now 350 instead of 175,- repeaters base alt damage was raised to 70 from 60,- demp2 alt now disables the grappling hook,- flechette alt is now slightly more accurate,

General:- antiwh mindtrick now applies only to people blacklisted as wh users, which means that - unless you are blacklisted as a wallhack user - you can hear mt painsounds/jumpsounds and reveal the mt user's location with rocket lock,- bubbled players can no longer trigger trip mines,

General:- buddied players can no longer trigger trip mines (even if they step on them),

Mercenaries:- mercenaries are no longer less prone to push/pull when crouching/standing still/having a light weapon equipped*,- merc's self splash damage is multiplied thrice,- merc's flame has a higher cooldown and a longer range while the merc is being gripped (175->250),- merc's splash damage on force users is now twice lower (doesn't apply to explosives and flechette),- merc's projectiles' damage is increased by 3 points every 200ms (doesn't apply to guided rocket missiles),- merc's direct hits with weapons have a a damage multiplier (1.2) and drain target's fp (10 on every hit),- merc's projectiles can be successfully pushed only at close range,- merc's rocket explodes with twice as great radius/damage upon being pushed instead of being reflected back at the owner,- air hits have a damage multiplier (additional 1.3 for jump 0-3, 1.6 for 4-5),- merc's disruptor can now go through lightsaber block unless the target is crouching,- merc's disruptor deals 2x dmg on primary and 1.5x on alt,- knockdown does not reset charged weapons,- mercs can now charge their demp2 twice faster,- mercs can be gripped only from grip 3 range,

* doesn't change the forceresistance sskill

Note: We are perfectly aware that this update may heavily change the way mercenary should be played (against), but we decided to try to adjust this profession, as most of us were displeased with the way it worked up to this point; these changes might not end up being permanent (they haven't been tested in an actual game yet) and constructive criticism is welcome on both forums and server (through the Server suggestions board and pming serbip respectively) - if you find this update aggravating let us know why and suggest how to fix it, instead of whining "they ruined lugormod REEEEEE".

Mercenaries:- disruptor alt does not go through the block anymore,- disruptor prim's damage multiplier is now 1.5 instead of 2,- pushed rockets do not explode with twice as big radius anymore (the damage multiplier is kept),- the "cortosis" command is no longer available,- flechette's alt fire does not have the projectile life perk anymore,- merc grip distance has been increased to 320 units (from 256) for grip level 5,- fixed a bug that allowed force users to have infinite fp upon being shot by a mercenary,

Note: I'd like to remind our loyal players that the new mercenary profession is still heavily in a testing phase and it will certainly be updated during the next few days.

To everyone capable of providing suggestions in a humane manner instead of just throwing shit at every update - thank you for your feedback.

Mercenaries:- disruptor primary will go through the block unless the target is closer to the mercenary than 256 units,- disruptor secondary will go through the block if the target is mid air or has fewer force points than 60. In addition, if neither of these conditions is met, there's a 20% chance of it going through the block,- bowcaster primary charged to min. 3 projectiles gets an increased damage bonus and breaks through the target's block,- flechette primary is now unblockable no matter what,- force users cannot always block swarms of projectiles fired in rapid succession,- successful flame burst hit will now push the target away,- merc's max health/armor is now 150,- reverted force resistance for crouch against pull,- the splash radius modifier for rockets exploding upon being affected by force powers has been restored and set it to 1.5 instead of 2,

Sskills:- Blast Armor now has a requirement of minimum 80 armor points,

Note: We'd like to remind everyone that the feature allowing force users to dodge disruptor with force seeing enabled has not been changed.